Rendering UV maps to content templates

If rendering the UV map to a template image with the correct resolution ("correct" referring to sufficient pixel density and square pixels) it can be used as a background image for a 2D animator. Assuming that the animator creates graphics within the geometries and lines of the UV map, the rendered content will perfectly map back again onto corresponding faces of the 3D model.

3ds Max, Maya and Cinema4d can render out the UV map to a preferred resolution with different shading options. 

Useful external link: 

A good trick to ensure square pixels is, except applying a pixel perfect square using the bitmap layer described in the Setting resolutions and rendering UV maps page, is to also bring the rendered UV template into Photoshop and add a perfect square and circle to it. If applying the template as Direct map inside Disguise software, the square and circle should still appear as a perfect square and circle. If not, your resolution is set incorrectly. In order to verify correct mirroring of the UV coordinates, and to give the content creator an idea what screen his making content for it’s also a good idea to write the name of the screen and its resolution.

For complex unwrapped surfaces you may need to highlight specific areas in the 2D unwrapped template, apply the template in Disguise and make a screenshot of it being applied onto the screen.

The animator can now know what area in the 2D template that represents what part on the 3D model. Of course, best approach is that the content creator has a copy of Designer so he/she can test out the content himself.